Chronicle&colon; RuneScape Legends Dungeoneering Drafting Guide

If you like to play Arena in Hearthstone, then you will definitely enjoy Dungeoneering in Chronicle: RuneScape Legends just as much. All you need is to achieve a total level 15 with your Legends and you will have access to the Dungeoneering mode.

Each round costs 1500 coins or 100 ingots, and it is really easy to return the investment, as you need to win only 3 out of 12 possible match-ups in order to make your 1500 coins back (500 coins and a booster pack). So, it’s worth Dungeoneering as soon as you can.

But first, you need to learn what cards to draft for each of your Legends, if you want to bring a truly winning deck into the dungeons of Chronicle: RuneScape Legends.

General Strategy

Correct choice of cards is at the core of your Dungeoneering success. You need to know the cards of each class very well to be able to create a deck with enough early game, synergies and, most importantly, the win condition. Also, you need to know which cards to avoid and never draft in your deck.

This guide offers a set of 12+ cards for each Legend that would easily make a solid basis for any type of deck you wish to draft. If you get at least half of these cards in your deck and have enough early cards, then you should be expecting at least 3 wins.

Ariane Drafting Guide

Ariane is the best class for Dungeoneering just like she is for laddering due to her spells and other cards that are very strong on their own.

As soon as the drafting begins you will be given 15 rounds of 5 cards each to choose from. You can put two cards from every round into your deck, thus ending up with a 30 card deck, which is, of course, more than enough.

Here are the cards that you should be looking for in your Ariane Dungeoneering draft.

Basic/Common cards:

Archmage Sedridor – this is a perfect early card with a strong effect that is also extremely cheap.

Earth Blast – one of Ariane’s most powerful spells, although a bit expensive. It deals damage that equals double your hand size, so play it when you are left with quite a few cards in your hand. This card can also easily serve as the win condition of your deck.

Haunted Soul – this is another cheap and effective card for early/mid game that deals 5 damage to your opponent.

KGP Agent – despite having a negative effect (discarding a card), this creature is excellent for early game, as it grants you one additional attack.

Honorable mentions: Crawling Hand, Enfeeble, Sergeant Slimetoes.

Uncommon cards:

Stagger – this card works well against your opponent by removing one of his base attack points.

Full Tetsu – grants you 7 armor and 7 health points for mere 5 gold, so if you see this card in the draft never doubt to choose it.

Earth Wave – this is your late game finisher, a powerful spell that can destroy your opponent, but will discard your whole hand, so play it right before you are ready to finish the match.

Lady Hefin – this support card restores 2 health points to your Legend for each card in your hand for 3 gold.

Honorable mentions: Solomon Madini, Zamorakian Occultist

Rare cards:

Ancient Spellbook – powerful late game spell that adds 4 more spells to your hand with the following effects: Blood, Ice, Shadow, and Smoke Barrage.

Lunar Spellbook – a companion card to Ancient Spellbook with effects of its own: Boost, Borrowed Power, Group Heal, and Vengeance.

Shug – an effective ally that swaps the attack and health of your next creature. It works very well with such cards like Kalphite Soldier and Slimetoe.

Tormented Demon – a creature with 10 health and 4 attack points that deals 4 damage to both Legends and grants you a 4/2 weapon. Use it alongside Shug and you can win very quickly.

Honorable mentions: TzTok-Jad.

Very rare cards:

Kayle – super cheap enemy card that gives you a 4/2 weapon.

Kyzaj Tournament – your Legend will gain one additional point of base attack in exchange for 3 gold to your opponent.

Tenebra – a strong late game creature that should be combined with Deathtouched Darts or Eruni, Ayuni & Leeuni. It will also steal a lot of health from your rival. Tenebra can easily be your deck’s win condition.